forked from Ports/goldeneye-pc-port
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii + Statue, D193 AI pacing is the top flaw). - README: lead with what it is + status, research angle second; new Quick start section; Status/Download rewritten for the alpha + dual platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190 findings, ~49 sessions, 69 PORT files). - .github/release-notes.md: v0.1.0 title + known-issues rewrite. - .github/social-preview.html: status/stat lines (regen + re-upload the PNG separately). - docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status. - docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 + D148/D170/D173 M-49 escalations. Hygiene: - Fix the `&` literal in internals.md H1. - Repoint two ../README.md links that 404 on the Pages site. - Standardise British -> American spelling across the public docs (behaviour->behavior, colour->color, catalogue->catalog, centre->center, etc.). Deep internal logs left untouched. - .gitignore: document the local-notes convention (docs/HANDOFF.md, docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and session plans) so it survives a fresh clone.
66 lines
2.8 KiB
Markdown
66 lines
2.8 KiB
Markdown
## GoldenEye 007 PC Port — v0.1.0 alpha
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> ⚠️ **Research alpha. Playable, not polished.**
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> The full single-player campaign runs. In a full-campaign playtest on this
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> build, **19 of 21 missions were completable start to finish**. Known issues:
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> - **no audio** (Phase 3, not started) — the game runs silent;
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> - **two levels crash mid-mission** — Bunker ii and Statue (one root cause, D191);
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> - **AI characters move too slowly**, which breaks Cradle (the final level)
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> via Trevelyan's scripted behavior (D193);
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> - **cutscenes frequently glitch** — skipped, wrong camera, misplaced actors (D148/D160);
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> - some front-end 3D models are broken (the spinning Nintendo logo, the
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> MISSION COMPLETE / mode-select models);
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> - outdoor levels render with a **black sky**;
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> - mouse aim and some textures/transparency have rough edges.
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>
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> If you just want to *play* GoldenEye on PC today, use one of the Xbox 360
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> recompilation projects instead — see the
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> [project README](https://github.com/jkdansereau/goldeneye-pc-port#how-this-differs-from-the-other-goldeneye-pc-projects).
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### Downloads
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| File | Platform |
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|---|---|
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| `goldeneye-pc-port-<version>-win64.zip` | Windows x86-64 |
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| `goldeneye-pc-port-<version>-linux-x86_64.tar.gz` | Linux x86-64 |
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Each contains the engine executable, a README, license texts, and the
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`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle also
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carries its runtime DLLs; the Linux bundle links against your distro's SDL2 /
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zlib / libGL (`sudo apt install libsdl2-2.0-0 zlib1g libgl1`, or the equivalent).
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Windows development and playtesting is the primary path; the Linux build boots
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and renders (tested on WSLg) but has had far less exercise.
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### Running it
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You supply your own **NTSC-U GoldenEye 007 N64 ROM** (`.z64`, big-endian,
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`SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83`). Only the US ROM is supported
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in this alpha.
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1. Unpack the archive.
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2. Make a `data/` folder next to the executable and put the ROM in it as
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`ge007.ntsc-final.z64`.
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3. Run the one-time asset step (needs Python 3.8+):
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`python3 prepare-assets/prepare-assets.py`
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— it reads your ROM and writes the two `data/pc*-ntsc-final/` folders the
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engine needs. Standard library only; a few seconds.
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4. Run the executable **from that folder**.
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Full steps are in the bundled `README.md`.
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### Verify the download
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```
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sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
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sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
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```
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### Source & docs
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<https://github.com/jkdansereau/goldeneye-pc-port> — built on the
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[GoldenEye 007 decompilation](https://github.com/n64decomp/007), architecture
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after the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
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Non-commercial fan preservation/research project; not affiliated with any
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rights holder.
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